Was gonna leave this in tags but then I had more thoughts so listed them out but now I have even more thoughts so I guess I'm writing a big ass blog post sometime soon.
On rests, there needs to be a healthy balance, because getting fucked over due to every encounter being a life or death one while being limited on times for rests (not to mention use of things like exhaustion) can feel very annoying. But if your first thought after every fight is "long rest!" that's clearly too much. I'm still searching for this correct balance, I think BG3 does it ok but it still feels too close to the latter.
Best thing I've done for my one D&D game is `give out a ton of cash and make an easily accessible magic item store
Big battle maps are fun but good lord do they take a lot of setup, even on Roll20. I think it's more important that there be a large amount of possible strategies available for the PCs to engage an encounter, which can include just more space.
Elevation is something I need to use more often but on Roll20/TotM, it can be awkward
I have seen like, 3 uses of jump in my 8 years of DMing D&D, let's hope that gets more use
Most DMs do not understand action economy (and in fairness, neither does WotC), a single monster with equal CR to the party is never going to be a major threat because the party can just do more things to it. More monsters=more threat because PCs need to contend with more things
Bonus action to drink potion is both more fun and promotes a better game design
Again, gonna write more, but I think BG3 is going to be a massive inflection point in D&D, where its impact on all of TTRPGs is going to be discussed for decades.